Wizard
Base Class: Wizard

The practice of turning everyday objects into the shapeshifting mimic is believed to have been developed or discovered by the Batrachi, one of the five creator races that once dominated Faerûn during the Days of Thunder. This period is said to have taken place eons before man walked the earth and ages before elves had developed any account of recorded history. This arcane tradition was once lost to time and mimics now dwell in dark chambers on an endless search for food. This ancient tradition has been unearthed and students of the arcane can
research it to create mimics to fight on their behalf. Through this practice, these wizards adopt aspects of these monsters they come to love.

Copycat

2nd-level Arcane Tradition of Mimicry feature

You gain proficiency with disguise kits and you can use an action to magically mimic sounds you have previously heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check made against your wizard spell save DC.

Mimic Maker

2nd-level Arcane Tradition of Mimicry feature

You can transform objects into mimics. To do so, you must spend 1 hour conducting a magic ritual while holding a nonmagical object, which can include your spellbook. Alternatively, you can expend a wizard spell slot of a level equal to your total number of created mimics to reduce this time to 1 minute. At the end of the hour, the targeted object becomes a mimic  companion that you can also choose to equip. The mimic  companion is friendly to you and your allies and obeys your commands. See this creature’s game statistics in the mimic Companion stat block, which uses your proficiency bonus (PB) in several places. The mimic  companion's appearance resembles that of the object you use to create it. In combat, the mimic companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the mimic companion can take any action of its choice, not just Dodge.  If you are incapacitated or absent, the mimic companion can take any action of its choice, not just Dodge.

You can have a number of mimic companions created at any time equal to the level of the highest level wizard spell you know. If you create a new mimic while you are currently at the maximum number of mimic companions, you may choose a mimic companion to dismiss. Upon dismissing a mimic companion, it reverts back to its nonmagical object form.

Mimic Companion

Armor Class 11 + half PB

Hit Points  5 + (its CON modifier times your wizard level)

Speed 10 ft.

STR
1 (-5)
DEX
12(+1)
CON
12(+1)
INT
5 (-3)
WIS
13 (+1)
CHA
8(-1)

Damage Immunities acid

Condition Immunities Prone

Senses darkvision 60 ft., passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC equal to your spell save DC). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Form Movement. The mimic can gain a movement speed appropriate for its form equal to its walking speed (DM's discretion).
Grappler (Small or larger Only). The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + STR or DEX modifier piercing damage. If the mimic in in object form, the target is
subjected to it's adhesive trait.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + STR or DEX modifier piercing damage plus 1d4 acid damage.
Equip (Tiny Only). The mimic is equipped by you. While you have a mimic equipped, your armor class equals that of the mimic's if yours was previously lower. Until you take a bonus
action to unequip it, the mimic cannot take actions.
Shape-Shift. The mimic polymorphs into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Reactions

Cast a Spell (Only as a Spellbook). If commanded to do so as a part of you taking the Cast a Spell action, the mimic casts a spell from the spellbook from its space.

Enhanced Configuration

6th-level Arcane Tradition of Mimicry feature

Once you spend enough time in mimic slobber, you just kind of get used to it. While you have a mimic companion equipped, you gain resistance to acid
damage.
Further, you can create mimic companions of Small and larger sizes. For every size larger than Tiny, the count against your number of created mimic companions increases by 1. For example, a Small sized mimic companion counts as 2 created mimic companions, and a Large sized mimic counts as 4 created mimic companions.
When you create a Small or larger mimic companion, the following rules apply:
• It gains a bonus to its armor class and speed, shown in the AC and Speed columns.
• Its hit points are multiplied by a number equal to half its proficiency bonus (rounded down).
• It retains its Dexterity, Intelligence, Wisdom, and Charisma scores, but its other statistics are changed corresponding to its size, as shown in the
Ability Scores columns.
• You can roll different damage dice instead of the d4 for its attacks, shown in the Attack Damage column.

                                                                                                                                                                                             - Ability Scores - 

            Size                     Speed            STR/ CON               Attack Damage
Tiny — 9 (-1) /12 (+1) d4
Small — 13 (+1)/ 14 (+2) d6
Medium R+5 ft. 17 (+3)/15 (+2) d8
Large +10 ft. 20 (+5)/17 (+3) d10
Huge +15 ft. 23 (+6)/18 (+4) d12
Gargantuan +20 ft. 26 (+8)/20 (+5) 2d6

Transmogrifier

10th-level Arcane Tradition of Mimicry feature

You add the polymorph spell to your spellbook, if it is not there already. When you cast this spell, you can transform the target into a beast or an object. If you choose to transform it into an object, it retains its Intelligence, Wisdom, and Charisma scores, but its other statistics are changed into those of an object as described in the animate objects spell. If the transformed creature is reduced to 0 hit points, it reverts to its original form, and any remaining damage carries over to its original form.

Night of the Living Bed

14th-level Arcane Tradition of Mimicry feature

You can have an additional two mimic companions created at any time, but only as equipped Tiny mimics.

School Of Mimicry Image

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